Game machine, game control method, program, its distributing device, and information storage medium

ABSTRACT

The present invention provides a game device with which a moving direction and an attack direction of a game character can be easily inputted. The invention provides a game device  10  that executes game processing relating to a game character holding attack means, the game device comprising: a signal input unit  50  for inputting a direction instruction signal and an attack instruction signal; an attack instruction signal input determining unit  52  for determining whether or not the attack instruction signal is inputted by the signal input unit  50 ; a game character moving unit  54  for moving the game character in virtual space on the basis of the direction instruction signal inputted by the signal input unit  50  while the attack instruction signal is not being inputted by the signal input unit  50 ; and an attack direction changing unit  56  for changing an attack direction resulting from the attack means on the basis of the direction instruction signal inputted by the signal input unit  50  while the attack instruction signal is being inputted by the signal input unit  50.

This is a national stage application under 35 U.S.C. § 371 ofPCT/JP2003/003255 filed on Mar. 18, 2003, which claims priority fromJapanese patent application 2002-273989 filed on Sep. 19, 2002, all ofwhich are incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to a game device, a game control method, aprogram, a program distributing device and an information storagemedium, and in particular to the control of a game where a gamecharacter appears holding attack means such as a machine gun.

BACKGROUND ART

With respect to games in which moving bodies such as tanks andairplanes, or people and other game characters, attack an enemy target,it is extremely difficult to distinguish between and precisely maneuverthe moving direction and the attack direction of the game character.There have been many conventional games where the attack direction isfixed to the front direction of the game character and the attackdirection changes in response to inputting the moving direction of thegame character.

However, such games lack a sense of reality because the attack directionis fixed to the front direction of the game character. Thus, there hasbeen a desire to enable the attack direction with respect to the frontdirection of the game character to be changed with an easy maneuver toimprove the sense of reality of the game.

The present invention has been made in light of this problem, and it isan object thereof to provide a game device, a game control method, aprogram, a program distributing device and an information storage mediumwith which the moving direction and the attack direction of the gamecharacter can be easily inputted.

DISCLOSURE OF THE INVENTION

In order to solve the above problem, a game device pertaining to thepresent invention is a game device that executes game processingrelating to a game character holding attack-means, the game devicecomprising: signal input means for inputting a direction instructionsignal and an attack instruction signal; attack instruction signal inputdetermining means for determining whether or not the attack instructionsignal is inputted by the signal input means; game character movingmeans for moving the game character in virtual space on the basis of thedirection instruction signal inputted by the signal input means whilethe attack instruction signal is not being inputted by the signal inputmeans; and attack direction changing means for changing an attackdirection resulting from the attack means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means.

A game control method pertaining to the present invention is a gamecontrol method relating to a game character holding attack means, thegame control method comprising: an attack instruction signal determiningstep of determining whether or not an attack instruction signal isinputted by signal input means; a game character moving step of movingthe game character in virtual space on the basis of a directioninstruction signal inputted by the signal input means while the attackinstruction signal is not being inputted by the signal input means; andan attack direction changing step of changing an attack directionresulting from the attack means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means.

A program pertaining to the present invention is a program for causing acomputer to function as a game device that executes game processingrelating to a game character holding attack means, the program causingthe computer to function as: attack instruction signal input determiningmeans for determining whether or not an attack instruction signal isinputted by signal input means; game character moving means for movingthe game character in virtual space on the basis of a directioninstruction signal inputted by the signal input means while the attackinstruction signal is not being inputted by the signal input means; andattack direction changing means for changing an attack directionresulting from the attack means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means.

A program distributing device pertaining to the present inventionincludes an information storage medium in which is stored the aboveprogram, wherein the program is read and delivered by streaming ordownloading.

According to the present invention, while the attack instruction signalis not being inputted, the game character moves through the virtualspace on the basis of the direction instruction signal, and while theattack instruction signal is being inputted, the attack directionresulting from the attack means changes on the basis of the directioninstruction signal. According to the present invention, the positiondirection and attack direction of the game character can be easilyinputted.

In one aspect of the invention, the attack direction changing meanschanges the attack direction resulting from the attack means on thebasis of the direction instruction signal inputted by the signal inputmeans while restricting the movement of the game character based on thedirection instruction signal inputted by the signal input means whilethe attack instruction signal is being inputted by the signal inputmeans. By configuring the invention in this manner, the fact that therole of the direction instruction signal changes between when the attackinstruction signal is being inputted and when the attack instructionsignal is not being inputted can be clarified.

In one aspect of the invention, the game device further comprises partsdata storage means for storage plural parts data representing a postureand relative position from a given origin of each part of the gamecharacter, wherein the attack direction changing means includes partsdata partial updating means for updating part of the parts data storedin the parts data storage means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means, with theattack direction changing means determining the attack directionresulting from the attack means on the basis of that part of the partsdata stored by the parts data storage means. By configuring theinvention in this manner, the game character can change the attackdirection while changing the position and/or posture of that part andnot changing the position and/or posture of the remaining part.

The game character moving means may include character origin coordinatestorage means for storage position coordinates in the virtual space ofthe character origin set in the game character, with the game charactermoving means updating the position coordinates storage in the characterorigin coordinate storage means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means. Also,the attack means may continuously or intermittently attack an attacktarget.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing the hardware configuration of a game devicepertaining to an embodiment of the invention.

FIGS. 2A and 2B are diagrams showing an example of a controller.

FIG. 3 is a diagram showing a game character shooting a machine gun in astandard posture.

FIG. 4 is a diagram showing the game character raising her upper bodyand shooting the machine gun.

FIG. 5 is a diagram showing a character origin, character coordinates,and bones set in the game character and machine gun.

FIG. 6 is a diagram describing the data format of the bones (partsdata).

FIG. 7 is a diagram describing the left/right rotation of the bones.

FIG. 8 is a diagram describing a modified example of the left/rightrotation of the bones.

FIG. 9 is a diagram describing the up/down rotation of the bones.

FIG. 10 is a diagram showing functional blocks of a game devicepertaining to an embodiment of the invention.

FIG. 11 is a flow chart showing alert mode processing.

FIG. 12 is a flow chart showing alert mode processing.

FIG. 13 is a diagram showing the overall configuration of a programdistributing system pertaining to another embodiment of the invention.

BEST MODE FOR CARRYING OUT THE INVENTION

Preferred embodiments of the invention will be described in detail belowon the basis of the drawings.

FIG. 1 is a diagram showing the hardware configuration of a game devicepertaining to an embodiment of the invention. As shown in FIG. 1, a gamedevice 10 is configured by a DVD (trademark)-ROM 25, which is aninformation storage medium, being loaded in a home-use game device 46connected to a monitor 18 and a speaker 22. Here, the DVD-ROM 25 is usedto supply a game program and game data to the home-use game device 46,but all other information storage media, such as a CD-ROM (trademark) ora ROM card, can be used. The game program and game data can also besupplied from a remote location to the home-use game device 46 via adata communication network such as the Internet.

The home-use game device 46 is a known computer game system thatincludes a microprocessor 14, an image processor 16, a main memory 26,an input/output processor 30, a voice processor 20 and a DVD-ROM player24. The microprocessor 14, the image processor 16, the main memory 26and the input/output processor 30 are interconnected via a bus 12 sothat data communication between them is possible. A controller 48, thevoice processor 20 and the DVD-ROM player 24 are connected to theinput/output processor 30. The constituent elements of the home-use gamedevice 46 are housed within a casing. Here, a home-use televisionreceiver is used as the monitor 18, and an internal speaker is used asthe speaker 22.

The microprocessor 14 controls each part of the home-use game device 46on the basis of an operating system stored in an unillustrated ROM and agame program read from the DVD-ROM 25. The bus 12 is for exchangingaddresses and data between each part of the home-use game device 46. Themain memory 26 includes a RAM, and the game program and game data readfrom the DVD-ROM 25 are written as needed in the main memory 26. Themain memory 26 is used for the work of the microprocessor 14. The imageprocessor 16 includes a VRAM, receives image data sent from themicroprocessor 14, plots a game screen on the same VRAM, converts thecontent thereof into video signals, and outputs the video signals to themonitor 18.

The input/output processor 30 is an interface for relaying datacommunication between the controller 48, the voice processor 20, theDVD-ROM player 24 and the microprocessor 14. The voice processor 20includes a sound buffer, plays data such as music and game sound effectsread from the DVD-ROM 25 and stored in the sound buffer, and outputs themusic and game sound effects from the speaker 22. The DVD-ROM player 24reads the game program and game data recorded on the DVD-ROM 25 inaccordance with an instruction from the microprocessor 14. Thecontroller 48 is means for inputting operation signals.

FIG. 2( a) is a plan diagram showing an example of the controller 48,and FIG. 2( b) is a rear view thereof. The controller 48 shown in FIGS.2( a) and 2 (b) is a general-use game controller. A direction key 34, astart button 36, and buttons 38X, 38Y, 38A and 38B are disposed on anupper surface 49 of the controller 48, and auxiliary buttons L1, L2, R1and R2 are disposed on side surfaces of the controller 48. The directionkey 34 is ordinarily used for instructing the moving direction of a gamecharacter and a cursor. On the surface of the direction key 34, an UPdirection indicator 34U, a DOWN direction indicator 34D, a RIGHTdirection indicator 34R and a LEFT direction indicator 34L are depictedand configured so that a player can determine at a glance the operationsthat the indicators signify. In the game described below, andparticularly with respect to a state where the auxiliary button R2 isdepressed, the same direction key 34 is used to instruct a change in anattack direction when the game character is attacking and to instruct amoving direction when the game character is not attacking. The startbutton 36 is a small push button that has a triangular shape, and isordinarily used to start the game or forcibly end the game. The buttons38X, 38Y, 38A and 38B, and the auxiliary buttons L1, L2, R1 and R2, areused for other game operations. In the game described below, the button38B is used for an attack instruction, and the auxiliary button R2 isused for alert mode instructions.

Below, technology will be described with which a game is realized thatcan instruct the moving direction of the game character with thedirection key 34 and in particular instruct the attack direction duringattack in the game device 10 having the above-described hardwareconfiguration.

FIG. 3 is a diagram showing a game character displayed on the monitor 18in the game pertaining to the present embodiment. In the game pertainingto the present embodiment, the operating mode of the game character isset to an alert mode while the auxiliary button R2 is being depressed.FIG. 3 shows the appearance of the game character attacking using amachine gun in the alert mode.

As shown in FIG. 3, a game character (object) 100 holds a machine gun(object) 101 with both hands, and a state where the game character 100bends their waist, particularly in the alert mode, is a standardposture. These images are generated on the basis of moving object datapertaining to the game character 100 and the machine gun 101 stored inthe game device 10. During attack in the alert mode, i.e., in a statewhere both the auxiliary button R2 and the button 38B are depressed, thegame character 100 moves their upper body while the lower half of herbody is kept stationary as a result of the direction key 34 beingdepressed, and the barrel direction (attack direction) of the machinegun 101 changes in response thereto. Namely, by operating the directionkey 34 in the UP direction during attack in the alert mode and inputtingan UP direction signal to the home-use game device 46, the upper bodycan be moved up while the lower half of the body is kept stationary.Also, by operating the direction key 34 in the DOWN direction andinputting a DOWN direction signal to the home-use game device 46, theupper body can be bent while the lower half of the body is keptstationary. Also, by operating the direction key 34 in the RIGHTdirection and inputting a RIGHT direction signal to the home-use gamedevice 46, the upper body can be turned right while the lower half ofthe body is kept stationary. Moreover, by operating the direction key 34in the LEFT direction and inputting a LEFT direction signal to thehome-use game device 46, the upper body can be turned left while thelower half of the body is kept stationary.

In FIG. 3, the standard posture in the alert mode is represented bysolids lines, and a posture where the upper body is moved up isrepresented by one-dot chain lines. In FIG. 4, an image of the entiregame character 100 whose upper body is moved up is represented. When theupper body is moved in this manner to change the posture of the gamecharacter 100, the position and posture of the machine gun 101 change inresponse thereto. As a result, the attack direction resulting from themachine gun 101 changes. The machine gun 101 is attack means thatcontinuously or intermittently shoots bullets while the button 38B isbeing depressed. In this game, the above operating system is used, sothat the attack direction can be changed during attack, which succeedsin appropriately reproducing an appearance where the game character 100shoots the machine gun 101.

The specific processing by which the shooting of the machine gun 101 isrealized will be described below.

FIG. 5 is a diagram showing bones set in the game character 100. Asshown in FIG. 5, set in the game character 100 are a bone U1 thatpenetrates the torso portion using a center point G as a starting point;a bone U2 that penetrates the chest portion using the end point of thebone U1 as a starting point; a bone U3 that penetrates the neck portionusing the end point of the bone U2 as a starting point; a bone U4 thatpenetrates the head portion using the end point of the bone U3 as astarting point; and a bone H that penetrates the hip portion using thecenter point G as a starting point. Also set in the game character 100are a bone AR1 that reaches the right shoulder using the end point ofthe bone U2 as a starting point; a bone AR2 that penetrates theright-hand upper arm portion using the end point of the bone AR1 as astarting point; a bone AR3 that penetrates the right-hand forearmportion using the end point of the bone AR2 as a starting point; and abone AR4 that penetrates the right hand using the end point of the boneAR3 as a starting point. Similarly, set in the game character 100 are abone AL1 that reaches the left shoulder using the end point of the boneU2 as a starting point; a bone AL2 that penetrates the left-hand upperarm portion using the end point of the bone AL1 as a starting point; abone AL3 that penetrates the left-hand forearm portion using the endpoint of the bone AL2 as a starting point; and a bone AL4 thatpenetrates the left hand using the end point of the bone AL3 as astarting point. Also set in the game character 100 are a bone LR1 in theright leg thigh portion, a bone LR2 in the right leg shin portion, abone LR3 in the right foot, a bone LL1 in the left leg thigh portion, abone LL2 in the left leg shin portion, and a bone LL3 in the left foot.

Moreover, in the game character 100, a character origin Co is set in thevicinity of a ground position center of both legs, and a charactercoordinate system 98, where the front direction of the game character100 is represented by a Z direction, the left direction is representedby an X direction and the head portion direction is represented by a Ydirection, is set. In the game device 10, a starting point position, anend point position, a front direction vector and side direction vectors(all of which are parts data) are stored in regard to each bone. Here,the starting point positions and end point positions are stored asrelative position coordinates with respect to the character origin Co.FIG. 6 is a diagram using the bone U1 as an example to show therelationship between the character coordinate system 98, a startingpoint (white circle), an end point (U1 arrow end), a front directionvector U1 f and a side direction vector U1 s.

Also, a dependent relationship is set for each bone. When the positionand/or posture of one bone is changed, the positions and/or postures ofother bones directly dependent on that bone are also changed. In FIG. 5,the dependent relationships of the bones are represented by arrows.Namely, other bones indicated by an arrow added to a certain bone aredirectly dependent on that bone. For example, a bone M set in themachine gun 101 is dependent on the bone U1.

FIG. 7 is a diagram showing a change in the bone U1 when the directionkey 34 is operated in the left/right direction during attack in thealert mode. In FIG. 7, Cy′ is a straight line that is parallel to a Yaxis direction Cy in the character coordinate system 98 and passesthrough the starting point of the bone U1. U1′ represents a state wherethe bone U1 has been changed as a result of operating the direction key34 in the LEFT direction during attack in the alert mode. U1 f′represents a state where the front direction vector U1 f has beenchanged as a result of operating the direction key 34 in the LEFTdirection during attack in the alert mode. U1 s′ represents a statewhere the side direction vector U1 s has been changed as a result ofoperating the direction key 34 in the LEFT direction during attack inthe alert mode.

As shown in FIG. 7, when the direction key 34 is operated in the LEFTdirection during attack in the alert mode, the bone U1, the frontdirection vector U1 f and the side direction vector U1 s rotatecounterclockwise, seen from above the straight line Cy′, while thestarting points of each remain fixed on the straight line Cy′ and withthe angles formed with the straight line Cy′ remaining fixed. Namely,the end points of the bone U1, the front direction vector U1 f and theside direction vector U1 s rotate counterclockwise while maintaining afixed distance from the straight line Cy′. When the direction key 34 isoperated in the RIGHT direction, the end points of the bone U1, thefront direction vector U1 f and the side direction vector U1 s rotate inthe opposite direction. When the bone U1 turns in this manner, the bonesU2, U3, U4, AR1, AR2, AR3, AR4, AL1, AL2, AL3, AL4 and M, which aredependent on the bone U1, also follow. Namely, the positionalrelationship between the bone U1 and the bones dependent on the bone U1is maintained. As a result, the upper body shape is maintained in thecharacter 100.

It will be noted that even when the direction key 34 is operated duringattack in the alert mode, the bones H, LR1, LR2, LR3, LL1, LL2 and LL3do not change. When the direction key 34 is operated in the left andright directions during attack in the alert mode by executing the aboveprocessing in the game device 10, the game character 100 turns theirupper body left and right while keeping the lower half of their bodystationary and swings the muzzle direction of the machine gun 101 leftand right. In this manner, a state where the game character 100 shootsthe machine gun 101 can be reproduced during attack.

The manner of turning the upper body is not limited to the above. FIG. 8is a diagram showing a modified example of the manner of changing thebone U1. As shown in FIG. 8, in this example, when the direction key 34is operating in the left/right direction during attack in the alertmode, the front direction vector U1 f and the side direction vector U1 srotate in the left/right direction using the bone U1 itself as an axis.In this case also, when the bone U1 turns, the bones dependent on thebone U1 also turn, and the positional relationship between the bone U1and the dependent bones pertaining to the machine gun 101 and the likeis maintained.

Next, FIG. 9 is a diagram showing changes in the bone U1 when thedirection key 34 is operated in the up/down direction during attack inthe alert mode. As shown in FIG. 9, when the direction key 34 isoperated in the UP direction, the front direction vector U1 f rotates soas to face upward using the side direction vector U1 s as an axis. Whenthe direction key 34 is operated in the DOWN direction, the frontdirection vector U1 f rotates so as to face downward using the sidedirection vector U1 s as an axis. In this case also, when the bone U1turns, the bones dependent on the bone U1 also turn, and the positionalrelationship between the bone U1 and the dependent bones pertaining tothe machine gun 101 and the like is maintained.

FIG. 10 shows a functional block diagram of the game device 10pertaining to the present embodiment. FIG. 10 shows, of the functionsthat the game device 10 pertaining to the present embodiment includes,mainly the functions relating to the present invention. As shown in FIG.10, included among the functions that the game device 10 includes are asignal input unit 50, an attack instruction signal input determiningunit 52, a game character moving unit 54, an attack direction changingunit 56, an object data memory 58 and a game control unit 60. Thesefunctions are realized by the home-use game device 46 executing apredetermined game program.

First, the signal input unit 50 includes the controller 48 and mainlyinputs various operation signals for controlling the movement of thegame character. In particular, the signal input unit 50 inputs an attackinstruction signal in response to the depression of the button 38B. Thesignal input unit 50 also inputs a direction instruction signal—i.e.,one of the UP direction signal, the DOWN direction signal, the RIGHTdirection signal and the LEFT direction signal—in response to theoperation of the direction key 34.

The object data memory 58 stores the positions, postures, shapes anddesigns of active objects, such as the game character 100 and themachine gun 101, and passive objects, such as buildings and floors.Particularly in regard to the game character 100 and the machine gun101, the object data memory 58 stores the relative coordinates andpostures (front direction vectors and side direction vectors) of thebones set in each part of the object as described above.

The attack instruction signal input determining unit 52 determineswhether or not the attack instruction signal is inputted by the signalinput unit 50. The game character moving unit 54 moves the gamecharacter in virtual space on the basis of the direction instructionsignal inputted by the signal input unit 50 while the attack instructionsignal is not being inputted by the signal input unit 50. Specifically,the object data memory 58 stores the position coordinates (positioncoordinates in the world coordinate system) in the virtual space of thecharacter origin Co set in the game character, and the game charactermoving unit 54 updates the position coordinates on the basis of thedirection instruction signal inputted by the signal input unit 50 whilethe attack instruction signal is being inputted by the signal input unit50.

The attack direction changing unit 56 changes the attack directionresulting from the machine gun 101 on the basis of the directioninstruction signal inputted by the signal input unit 50 while the attackinstruction signal is being inputted by the signal input unit 50. Atthis time, the attack direction changing unit 56 changes the attackdirection resulting from the machine gun 101 on the basis of thedirection instruction signal inputted by the signal input unit 50 whilerestricting the movement of the game character 100 based on thedirection instruction signal inputted by the signal input unit 50 whilethe attack instruction signal is being inputted by the signal input unit50. Specifically, the attack direction changing unit 56 updates the data(positions and postures) pertaining to the bone U1 and the bonesdependent on the bone U1 of the bones set in the game character 100stored in the object data memory 58 on the basis of the directioninstruction signal inputted by the signal input unit 50 while the attackinstruction signal is being inputted by the signal input unit 50. Then,the attack direction changing unit 56 determines the posture of themachine gun 101, i.e., the attack direction, on the basis of the datapertaining to the bones and particularly the data pertaining to the boneU1.

The game control unit 60 bears the burden of other game control. Inparticular, when the button 38B is depressed, the game control unit 60conducts processing for virtually firing bullets from the machine gun101, determines whether or not another object has been hit by thevirtual bullets, and when another object has been hit, executes stagingin accordance with the hit.

FIGS. 11 and 12 are flow charts showing operation in alert mode. Theprocessing shown in FIGS. 11 and 12 is processing that is repeated everypredetermined amount of time during the alert mode setting. As shown inFIGS. 11 and 12, in alert mode, first the attack instruction signalinput determining unit 52 determines whether or not the button 38B isbeing depressed (S101). Then, if the button 38B is being depressed, thegame control unit 60 determines the bullet shooting direction (attackdirection) on the basis of the current position and posture of themachine gun 101 stored in the object data memory 58 and executesprocessing for virtually firing the bullets (S102). Next, if thedirection key 34 is operated in the UP direction (S103), the attackdirection changing unit 56 moves the upper body of the game character100 up and changes the posture of the machine gun 101 (S104) upward. Ifthe direction key 34 is operated in the DOWN direction (S105), theattack direction changing unit 56 bends the upper body of the gamecharacter 100 down and changes the posture of the machine gun 101 (S106)downward. If the direction key 34 is operated in the RIGHT direction(S107), the attack direction changing unit 56 turns the upper body ofthe game character 100 right and changes the posture of the machine gun101 rightward (S108). If the direction key 34 is operated in the LEFTdirection (S109), the attack direction changing unit 56 turns the upperbody of the game character 100 left and changes the posture of themachine gun 101 leftward (S110). Thereafter, this processing ends. Aftera predetermined amount of time, the processing is again executed if setto the alert mode.

When it is determined in S101 that the button 38B is not beingdepressed, the game character moving unit 54 moves the game character100 forward (S112) if the direction key 34 is operated in the UPdirection (S111). If the direction key 34 is operated in the DOWNdirection (S113), the game character moving unit 54 moves the gamecharacter 100 back (S114). If the direction key 34 is operated in theRIGHT direction (S115), the game character moving unit 54 turns the gamecharacter 100 right using the right foot as an axis (S116). If thedirection key 34 is operated in the LEFT direction (S117), the gamecharacter moving unit 54 turns the game character 100 left using theleft foot as an axis (S118). Thereafter, this processing ends. After apredetermined amount of time, the processing is again executed if set tothe alert mode.

According to the above-described game device 10, in the alert mode, thebarrel direction of the machine gun 101 is changed by the direction key34 while the button 38B is depressed and the attack instruction signalis being inputted. Also, the game character 160 can be moved by thedirection key 34 while the button 38B is not being depressed. For thisreason, both the moving direction and the attack direction can be easilyinstructed and inputted simply by the direction key 34.

It will be noted that the present invention is not limited to the aboveembodiment.

For example, in the above description, the machine gun 101 was used asthe attack means which the game character 100 held, but all otherexisting or imaginary attack means can be used, such as pistols, laserguns that fire lasers, or hoses that spray water. Also, not onlyseparate attack means, but part of the body of the game character itselfmay serve as attack means. Moreover, the invention can be applied notonly to game characters imitating humans, but also game charactersimitating moving bodies such as tanks, airplanes and spaceships.

Also, in the above description, the program was supplied from theDVD-ROM 25, which is an information storage medium, to the home-use gamedevice 46, but the program may also be delivered to homes and the likevia a communications network. FIG. 13 is a diagram showing the overallconfiguration of a program distributing system using a communicationsnetwork. As shown in FIG. 13, a program distributing system 103 includesa game database 105, a server 104, a communications network 106, apersonal computer 108, a home-use game device 110 and a PDA (portableinformation terminal) 112. Of these, a program distributing device 114is configured by the game database 105 (information storage medium) andthe server 104. The communications network 106 includes, for example,the Internet and cable television networks. In this system, the sameprogram as that stored on the DVD-ROM 25 is stored in the game database105. Consumers request distribution of the game using the personalcomputer 108, the home-use game device 110 or the PDA 112, and thisrequest is then conveyed to the server 104 via the communicationsnetwork 106. Next, the server 104 reads the program from the gamedatabase 105 in response to the game distribution request, and transmitsthe game to the game distribution requester, such as the personalcomputer 108, the home-use game device 110 or the PDA 112. Here, theprogram distribution method is configured so that the game is deliveredin response to the game distribution request, but the programdistribution method may also be configured so that the game istransmitted unilaterally from the server 104. Also, it is not invariablynecessary for all programs necessary to realize the game to be deliveredat once (all-at-once distribution (downloading)); the programdistribution method may be configured so that the necessary portions aredelivered in response to the stages of the game (partial distribution(streaming)). By configuring the game to be delivered in this manner viathe communications network 106, consumers can easily acquire theprogram.

INDUSTRIAL APPLICABILITY

As described above, according to the present invention, it is possibleto implement a game that can be applied to a game device and with whichthe moving direction and attack direction of a game character can beeasily inputted.

1. A game device executing game processing relating to a game characterholding attack means, the game device comprising: signal input means forinputting a direction instruction signal and an attack instructionsignal; attack instruction signal input determining means fordetermining whether or not the attack instruction signal is inputted bythe signal input means; game character moving means for moving the gamecharacter in real time in virtual space on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is not being inputted by the signal input means; andattack direction changing means for changing an attack directionresulting from the attack means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means, theattack direction changing means being for changing the attack directionresulting from the attack means on the basis of the directioninstruction signal inputted by the signal input means while restrictingthe movement of the game character based on the direction instructionsignal inputted by the signal input means while the attack instructionsignal is being inputted by the signal input means, and the attackdirection changing means being for changing the posture of the gamecharacter and the attack means is also changed based on the directioninstruction.
 2. The game device of claim 1, further comprising partsdata storage means for storage of plural parts data representing aposture and relative position from a given origin of each part of thegame character, said parts data being defined within a game charactercoordinate system, and linkages related to the body structure of thecharacter with respect to an origin in said character coordinate systemare provided, and the attack direction changing means further comprisingparts data partial updating means for updating part of the parts datastored in the parts data storage means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means, with theattack direction changing means determining the attack directionresulting from the attack means on the basis of the part of the partsdata stored by the parts data storage means.
 3. The game device of claim1, the game character moving means further comprising character origincoordinate storage means for storing position coordinates in the virtualspace of the character origin set in the game character, said gamecharacter being defined within said virtual space by linkages related tothe body structure of the character with respect to said characterorigin, and the game character moving means being for updating theposition coordinates stored in the character origin coordinate storagemeans on the basis of the direction instruction signal inputted by thesignal input means while the attack instruction signal is being inputtedby the signal input means.
 4. The game device of claim 1, wherein theattack means continuously or intermittently attacks an attack target. 5.A game control method relating to a game character holding attack means,the game control method comprising: an attack instruction signaldetermining step for determining whether or not an attack instructionsignal is inputted by signal input means; a game character moving stepfor moving the game character in real time in virtual space on the basisof a direction instruction signal inputted by the signal input meanswhile the attack instruction signal is not being inputted by the signalinput means; and an attack direction changing step for changing anattack direction resulting from the attack means on the basis of thedirection instruction signal inputted by the signal input means whilethe attack instruction signal is being inputted by the signal inputmeans, wherein the attack direction changing step being operative tochange the attack direction resulting from the attack means on the basisof the direction instruction signal inputted by the signal input meanswhile restricting the movement of the game character based on thedirection instruction signal inputted by the signal input means whilethe attack instruction signal is being inputted by the signal inputmeans, and the attack direction changing step being operative to changethe posture of the game character and to change the attack means basedon the direction instruction.
 6. A computer program product comprisingan information storage medium containing a program for causing acomputer to function as a game device executing game processing relatingto a game character holding attack means, the program causing thecomputer to function as: attack instruction signal input determiningmeans for determining whether or not an attack instruction signal isinputted by signal input means; game character moving means for movingthe game character in real time in virtual space on the basis of adirection instruction signal inputted by the signal input means whilethe attack instruction signal is not being inputted by the signal inputmeans; and attack direction changing means for changing an attackdirection resulting from the attack means on the basis of the directioninstruction signal inputted by the signal input means while the attackinstruction signal is being inputted by the signal input means, theattack direction changing means changes the attack direction resultingfrom the attack means on the basis of the direction instruction signalinputted by the signal input means while restricting the movement of thegame character based on the direction instruction signal inputted by thesignal input means while the attack instruction signal is being inputtedby the signal input means, and the attack direction changing means beingoperative to change the posture of the game character and the attackmeans is also changed based on the direction instruction.
 7. A programdistributing device comprising: a computer program product comprising,an information storage medium as recited in claim 6, means for readingthe program and means for delivering the program.